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Spell & Equipment Card Ideas

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KellyD20Studios:

--- Quote from: Scribe on May 09, 2018, 12:42:41 AM ---Hello,

Here are new ideas inspired by the post on the Shadow.

Fear (ability)
Target enemy turns its back to the Shadow and runs away 3 spaces. Can only be used every other turn.

Sleepwalking (spell)
At the beginning of the caster's turn and until the game is over or the caster is defeated, target enemy moves 3 spaces in a random direction.

--- End quote ---

These are great, I really like the Sleepwalking one! Fresh ideas, Scribe, really appreciate it.

Scribe:
Flying units are great, so a few cards targeted at them would be nice for balance. Here are a few ideas:

Increase gravity (arcane spell)
All units are slowed down (movement reduced by 1 space), flying units lose their flight ability until the end of the battle or until the caster is defeated (whichever comes first), and knockback is reduced by 1.
Flying units who are above a tile with effects ignored because of their flying status (such as a spiked pit) get subjected to that effect at the time the spell is cast.

Cricket swarm (nature spell)
A buzzing sound, the playing field darkening, a few crickets flying here and there... the first effects of this spell may seem insignificant. But imagine what happens to a flying creature getting too high when overcast by a cricket swarm! Any creature using their flight ability to move over a unit or item will be attacked by the swarm, bringing a blob of crickets back down with it. Initial damage of 4, then an additional 1 damage per turn for the next 4 turns, unless it receives fire damage (killing the remaining crickets). This swarms remains in effect until the end of the battle or until the caster is defeated (whichever comes first).

Any other ideas?

TrucEtrange:
Hey, I was thinking of an equipement card that could be interesting :
Warrior's Fate
Could be a sword or whatever piece of equipement you deem fit, (or cool art like a dying warrior planting his sword on the ground to try and get up)
Maybe 3-4 mana, would grant 2 armor, 2 life, 2 power, downfall effect on the bearer : drop the weapon on the ground that can be picked up and equipped by any ally walking on it.

It may be quite powerfull for a deck like the actual Lich King's, not so much on decks with few minions.

TrucEtrange:

--- Quote from: Scribe on June 30, 2018, 08:13:17 AM ---Flying units are great, so a few cards targeted at them would be nice for balance. Here are a few ideas:

...

Any other ideas?

--- End quote ---

You could add a card like
Russian Winter
Anytime a unit uses its abilty to fly, it takes damage and is frozen. It could also increase frost damage and reduce fire damage (same again, climatic effect until end of game or caster dies)

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